Abstract
We explore potentials and limitations of visual programming environments to prototype Tangible Virtual Reality interactive behaviors, a technically complex task that requires the integration of real-time tracking hardware as well as software to program what happens in the virtual world given the position and orientation of physical objects. We created a plugin and an ad-hoc library to ease the integration of tracking hardware in the Unreal Blueprints visual environment and facilitated a one-day contextual inquiry workshop with six designers and researchers (with textual programming expertise) programming interactive behaviors using our library. Observations and contextual interviews with participants involved in two design activities uncovered areas of development for future visual end-user tools: provide different layers of abstraction, embrace liveness, foster in situ immersive programming and enable the use of interactive machine learning to program behaviors via users’ physical demonstration.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
- 2.
- 3.
- 4.
A “pawn” typically refers to a basic, low-level game object (Entity) that can be controlled or manipulated by a player or AI.
- 5.
The TangibleVR plugin and the XRoom library are available at https://drive.google.com/drive/folders/19md1j7xzApyo1CAOCZ8-J9-brO7VhDWS.
- 6.
References
Arora, J., Saini, A., Mehra, N., Jain, V., Shrey, S., Parnami, A.: Virtualbricks: exploring a scalable, modular toolkit for enabling physical manipulation in VR. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–12 (2019)
Bellucci, A., Jacucci, G., Kotkavuori, V., Serim, B., Ahmed, I., Ylirisku, S.: Extreme co-design: prototy** with and by the user for appropriation of web-connected tags. In: Díaz, P., Pipek, V., Ardito, C., Jensen, C., Aedo, I., Boden, A. (eds.) IS-EUD 2015. LNCS, vol. 9083, pp. 109–124. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-18425-8_8
Bellucci, A., Zarraonandia, T., Díaz, P., Aedo, I.: End-user prototy** of cross-reality environments. In: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, pp. 173–182 (2017)
Beyer, H., Holtzblatt, K.: Contextual design. Interactions 6(1), 32–42 (1999)
Borowski, M., Larsen-Ledet, I.: Lessons learned from using reprogrammable prototypes with end-user developers. In: Fogli, D., Tetteroo, D., Barricelli, B.R., Borsci, S., Markopoulos, P., Papadopoulos, G.A. (eds.) IS-EUD 2021. LNCS, vol. 12724, pp. 136–152. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-79840-6_9
Carney, M., et al.: Teachable machine: approachable web-based tool for exploring machine learning classification. In: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, pp. 1–8 (2020)
Chang, J.S.K., et al.: TASC: combining virtual reality with tangible and embodied interactions to support spatial cognition. In: Proceedings of the 2017 Conference on Designing Interactive Systems, pp. 1239–1251 (2017)
Chen, M., Peljhan, M., Sra, M.: Entanglevr: a visual programming interface for virtual reality interactive scene generation. In: Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology, pp. 1–6 (2021)
Chu, E., Zaman, L.: Exploring alternatives with unreal engine’s blueprints visual scripting system. Entertain. Comput. 36, 100388 (2021)
Feick, M., Bateman, S., Tang, A., Miede, A., Marquardt, N.: Tangi: tangible proxies for embodied object exploration and manipulation in virtual reality. In: 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 195–206. IEEE (2020)
Fiani, B., De Stefano, F., Kondilis, A., Covarrubias, C., Reier, L., Sarhadi, K.: Virtual reality in neurosurgery: “can you see it?’’-a review of the current applications and future potential. World Neurosurg. 141, 291–298 (2020)
Flanagan, J.C.: The critical incident technique. Psychol. Bull. 51(4), 327 (1954)
Harley, D., Tarun, A.P., Germinario, D., Mazalek, A.: Tangible VR: diegetic tangible objects for virtual reality narratives. In: Proceedings of the 2017 Conference on Designing Interactive Systems, pp. 1253–1263 (2017)
Jordà, S., Geiger, G., Alonso, M., Kaltenbrunner, M.: The reactable: exploring the synergy between live music performance and tabletop tangible interfaces. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, pp. 139–146 (2007)
König, W.A., Rädle, R., Reiterer, H.: Interactive design of multimodal user interfaces: reducing technical and visual complexity. J. Multimodal User Interfaces 3, 197–213 (2010)
Krauß, V., Nebeling, M., Jasche, F., Boden, A.: Elements of XR prototy**: characterizing the role and use of prototypes in augmented and virtual reality design. In: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, pp. 1–18 (2022)
Kubitza, T., Schmidt, A.: meSchup: a platform for programming interconnected smart things. Computer 50(11), 38–49 (2017)
Lekić, M., Gardašević, G.: IoT sensor integration to node-red platform. In: 2018 17th International Symposium Infoteh-Jahorina (Infoteh), pp. 1–5. IEEE (2018)
Muender, T., Reinschluessel, A.V., Drewes, S., Wenig, D., Döring, T., Malaka, R.: Does it feel real? Using tangibles with different fidelities to build and explore scenes in virtual reality. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–12 (2019)
Myers, B., Park, S.Y., Nakano, Y., Mueller, G., Ko, A.: How designers design and program interactive behaviors. In: 2008 IEEE Symposium on Visual Languages and Human-Centric Computing, pp. 177–184. IEEE (2008)
Myers, B.A.: Taxonomies of visual programming and program visualization. J. Vis. Lang. Comput. 1(1), 97–123 (1990)
Paternò, F., Santoro, C.: End-user development for personalizing applications, things, and robots. Int. J. Hum. Comput. Stud. 131, 120–130 (2019)
Raffaillac, T., Huot, S.: What do researchers need when implementing novel interaction techniques? Proc. ACM Hum.-Comput. Interact. 6(EICS), 1–30 (2022)
Ramos, G., Meek, C., Simard, P., Suh, J., Ghorashi, S.: Interactive machine teaching: a human-centered approach to building machine-learned models. Hum.-Comput. Interact. 35(5–6), 413–451 (2020)
Resnick, M., et al.: Scratch: programming for all. Commun. ACM 52(11), 60–67 (2009)
Schiavoni, F.L., Gonçalves, L.L.: From virtual reality to digital arts with mosaicode. In: 2017 19th Symposium on Virtual and Augmented Reality (SVR), pp. 200–206. IEEE (2017)
Tanimoto, S.L.: A perspective on the evolution of live programming. In: 2013 1st International Workshop on Live Programming (LIVE), pp. 31–34. IEEE (2013)
Wang, T., et al.: Capturar: an augmented reality tool for authoring human-involved context-aware applications. In: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology, pp. 328–341 (2020)
Weintrop, D., et al.: Evaluating coblox: a comparative study of robotics programming environments for adult novices. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1–12 (2018)
Yigitbas, E., Klauke, J., Gottschalk, S., Engels, G.: End-user development for interactive web-based virtual reality scenes. J. Comput. Lang. 74, 101187 (2023)
Zhang, L., Oney, S.: Flowmatic: an immersive authoring tool for creating interactive scenes in virtual reality. In: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology, pp. 342–353 (2020)
Acknowledgments
This project has received funding from the Spanish State Research Agency (AEI) under grants Sense2MakeSense (PID2019-109388GB-I00) and form the Madrid Government (Comunidad de Madrid-Spain) under the Multiannual Agreement with UC3M in the line of Excellence of University Professors (EPUC3M17), and in the context of the V PRICIT (Regional Programme of Research and Technological Innovation).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Bellucci, A., Díaz, P., Aedo, I. (2023). Exploring Visual Languages for Prototy** Interactive Behaviors for Tangible Virtual Reality. In: Spano, L.D., Schmidt, A., Santoro, C., Stumpf, S. (eds) End-User Development. IS-EUD 2023. Lecture Notes in Computer Science, vol 13917. Springer, Cham. https://doi.org/10.1007/978-3-031-34433-6_13
Download citation
DOI: https://doi.org/10.1007/978-3-031-34433-6_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-34432-9
Online ISBN: 978-3-031-34433-6
eBook Packages: Computer ScienceComputer Science (R0)